A sequel to Planescape: Torment is coming, but it's not quite what you may expect. First of all, it's not Planescape. Second, it's got no recurring characters. Heck, instead of explaining, I'll just let you read about it yourselves.

The group of studios doing this are all headed up of a lot of good talent from the golden years of computer RPGs. This is the reason why people are so excited, and why there's so much cross advertising between them.

This is also one of the very few games I'd consider going with a higher tier kickstarter pledge, and that's only partly because I also get a copy of the Numenera pen and paper RPG along with it, since I missed out on that kickstarter and have no idea when that will come to market.

One interesting thing is that they sound like they'll allow you to go it alone in the game, or at least plan to.

Backed, for the $20, minimum-pledge-to-get-the-game amount. Which is not to say that I'm unenthusiastic about the concept, just that I don't see the need to spend more of my limited disposable income on a videogame than necessary, especially with the added risk of paying 1.5+ years before the game will be done.

Backed, for the $20, minimum-pledge-to-get-the-game amount. Which is not to say that I'm unenthusiastic about the concept, just that I don't see the need to spend more of my limited disposable income on a videogame than necessary, especially with the added risk of paying 1.5+ years before the game will be done.

- Ash

That's fair, but I don't think there's much actual risk involved here, particularly for this price. Even before you consider inflation, the price is lower now than it'll be at release, and you'll probably even get to download it from two different sources as well (where one is Steam). I know I regret that I didn't donate more to certain Kickstarter campaigns where I realized only in hindsight how much I wanted the rewards.

I know I regret that I didn't donate more to certain Kickstarter campaigns where I realized only in hindsight how much I wanted the rewards.

Personally, I never want the extra rewards. Soundtracks, art books, paper manuals, maps, etc... are all of absolutely zero interest to me. One of the things I like the most about the current era of digital distribution is the lack of clutter. I love not having physical boxes and extraneous memorabilia strewn about the place or shoved into dusty corners.

I get that other people like those things and I have no problem with that. But, for me, all I want from any game is the game itself.

I know I regret that I didn't donate more to certain Kickstarter campaigns where I realized only in hindsight how much I wanted the rewards.

Personally, I never want the extra rewards. Soundtracks, art books, paper manuals, maps, etc... are all of absolutely zero interest to me. One of the things I like the most about the current era of digital distribution is the lack of clutter. I love not having physical boxes and extraneous memorabilia strewn about the place or shoved into dusty corners.

I get that other people like those things and I have no problem with that. But, for me, all I want from any game is the game itself.

- Ash

I agree that all of that stuff is clutter, which is why I buy the digital rewards in these Kickstarters. I love all the extras, but I don't want the physical version of them.

In other news, Torment just passed $1,000,000, and it hasn't been 7 hours yet.

They've announced some stretch goals. $1.5 million adds more writers, while $2 million adds a writer, more music, and a fifth companion, "a changing ball of goo [that] responds to the way you treat it by changing its appearance and abilities to reflect what it perceives as your desires." They've already passed the first stretch goal, so I'm guessing they'll need some more. They also added a new reward - a digital Planescape: Torment Developer Retrospective for anyone who backs this and the Project Eternity kickstarter.

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"Why did the chicken cross the Mobius strip? To get to the same side." - The Big Bang Theory

Wow...they're already at 2.1 million. It's awesome to see this kind of support for a single player rpg. If a concept like this can raise over 2 million in 1 day from potential customers and supporters, shouldn't the big publishers take notice that people still want good single player games?

Wow...they're already at 2.1 million. It's awesome to see this kind of support for a single player rpg. If a concept like this can raise over 2 million in 1 day from potential customers and supporters, shouldn't the big publishers take notice that people still want good single player games?

They're noticing. They just don't care. 2 million is nothing to them in a business where games are a bigger industry than movies.

Wow...they're already at 2.1 million. It's awesome to see this kind of support for a single player rpg. If a concept like this can raise over 2 million in 1 day from potential customers and supporters, shouldn't the big publishers take notice that people still want good single player games?

They're noticing. They just don't care. 2 million is nothing to them in a business where games are a bigger industry than movies.

Came to say this. $2MM is change in the couch cushions compared to the big action, MP-focused franchises.

Frankly, I'm thrilled that the big publishing houses aren't interested and that Kickstarter exists as an alternative funding avenue for a game like Torment. Could you imagine if it were published by EA?

- Share what changes the nature of a man with your friends on Facebook!- Find yourself facing a tough moral dilemma? Join the online Monte-munity to get input from other players!- Extend your story past death through optional DLC packs!- Visit other player's realms to engage in hilarious planar practical jokes! (persistent online connection required)

At $3.5M, Chris will be joining our design team. He値l have two primary roles. First, he will be reviewing and providing feedback on all creative elements of the game, including the story, characters, and areas. His input will be invaluable as a resource to Colin in further detailing the creative vision for the game. Second, he値l be designing and writing an eighth companion for the game, working with Colin and Monte to craft a companion ideal for both Torment and the Ninth World of Numenera.

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Because I can,also because I don't care what you want.XBL: OriginalCeeKayWii U: CeeKay

We purposely designed Torment to be modular so that, if we had additional funding, we could easily expand upon the game in ways that would make sense. Your support has exceeded our expectations. It is clear to us that to create as high quality a final product as we desire, and as you deserve, we池e going to want more time than we had in our original schedule.

Many of you have asked if the unexpected support we have received will require us to push back the release date. While we do not yet know what our final development budget will be, we do know that we値l need a few months past the December 2014 launch date we first proposed at $900,000. (We値l provide more details about our schedule after we have time to complete our planning following the Kickstarter.) We thank you greatly for providing us enough resources to increase Torment痴 scope and quality bar. It痴 our plan to use funds to keep the team on the project longer, allowing us to design, iterate, and polish more, to make a game that truly lives up to the Torment name.

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Because I can,also because I don't care what you want.XBL: OriginalCeeKayWii U: CeeKay

They've added a bunch of new stretch goals now that they're just about to hit 3.5 million with 65 hours left. 3.75 million brings companion quests, 4 million gets another major city, and 4.5 million brings a player stronghold.

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"Why did the chicken cross the Mobius strip? To get to the same side." - The Big Bang Theory

It's a result of us being indoctrinated by the publisher method of drip-feeding information about games under development. Because we are told about games so late in their development cycle, most people probably expect that a game takes less than a year to make.